Search found 62 matches
- Sun Apr 30, 2017 1:17 pm
- Forum: Not a bug
- Topic: Flamethrower Causes damage to tank?
- Replies: 1
- Views: 1082
Flamethrower Causes damage to tank?
https://clips.twitch.tv/QuaintAthleticWalrusHumbleLife It's hard to reproduce, as I'm bad at driving and always hitting trees, but in the clip you can see my tank taking damage without actually hitting a tree? Is this a collision bug, or something else, or just me being bad again? :P (was version 0....
- Fri Apr 28, 2017 9:47 am
- Forum: Not a bug
- Topic: Train Graphics OVERLAPPING *flails*
- Replies: 3
- Views: 1037
Re: Train Graphics OVERLAPPING *flails*
I watched the loop multiple times and don't see it. Is it that the color is different on different parts of the edge of the belt? I think it may just be shadows. But I agree that this is a serious flaw in the game. To think that I've spent 600 hours building factories and it turns out, all this tim...
- Fri Apr 28, 2017 7:07 am
- Forum: Not a bug
- Topic: Train Graphics OVERLAPPING *flails*
- Replies: 3
- Views: 1037
Train Graphics OVERLAPPING *flails*
https://clips.twitch.tv/ShyInterestingN ... leedPurple
Updated to a different clip
So this is a problem, game literally unplayable. (it's the train station graphic overlapping the topmost red belt.
Updated to a different clip
So this is a problem, game literally unplayable. (it's the train station graphic overlapping the topmost red belt.
- Fri Apr 28, 2017 4:58 am
- Forum: Won't fix.
- Topic: Miners not Mining Upon Game load
- Replies: 2
- Views: 1346
Re: Miners not Mining Upon Game load
Rseding91 wrote:You'll need to mine and re-place the miners to activate them. The additional overhead of checking if any new ore is regenerated and re-activating miners was deemed not worth it for this case.
Ok that's good to know, thanks buddy
- Fri Apr 28, 2017 2:05 am
- Forum: Won't fix.
- Topic: Miners not Mining Upon Game load
- Replies: 2
- Views: 1346
Miners not Mining Upon Game load
https://clips.twitch.tv/ShinyBumblingClamDogFace So when having an additional resource next to uranium ore, if a miner is converted to one of them Gas Guzzling beasties, upon loading a saved world, the miner will not remain mining the secondary resource, and seems to be only capable of mining upon r...
- Wed Apr 26, 2017 9:07 am
- Forum: Duplicates
- Topic: Crash to Desktop on player joining server (mismatched mods)
- Replies: 2
- Views: 910
Re: Crash to Desktop on player joining server (mismatched mods)
Ah thanks, and sorry, I was streaming and wasn't able to spend much time looking for other similar reports.
- Wed Apr 26, 2017 1:37 am
- Forum: Duplicates
- Topic: Crash to Desktop on player joining server (mismatched mods)
- Replies: 2
- Views: 910
Crash to Desktop on player joining server (mismatched mods)
https://pastebin.com/edit/QxZcPafG So I had a guy attempting to connect to my multiplayer server while I was streaming using OBS Studio. I have two mods purely for streaming purposes, we had Arumba lights, explosive termites, farl, rso-mod, squeak through, and the guy attempting to join me had an ex...
- Sat Feb 11, 2017 7:57 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1237069
Re: Bugs & FAQ
http://puu.sh/tYJvI/a19c900935.png
LITERALLY UNPLAYABLE MATE!
my --> me ;P
Was so interested, but now I must avoid
LITERALLY UNPLAYABLE MATE!
my --> me ;P
Was so interested, but now I must avoid
- Wed Nov 30, 2016 12:57 pm
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 302277
Re: [MOD 0.14] SmartTrains 1.1.7
That's how it works, no ambiguities. (The only exception would be a line with mapping where the destination station doesn't have a mapping assigned, but the whole discussion is about such an advanced/exotic feature that i would flat out say that case would be an user error :lol: ) Alright, next upd...
- Mon Nov 28, 2016 12:10 am
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 302277
Re: [MOD 0.14] SmartTrains 1.1.6
That may be what was causing it. I had the "leave when above this energy level" set to right at the train's max limit. I think what was happening was that the inserters would fill up one fuel slot to 199 (vs. 200) b/c it couldn't insert a whole stack. Yes, that was most likely the issue. ...
- Fri Nov 25, 2016 2:24 pm
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 302277
Re: [MOD 0.14] SmartTrains 1.1.7
It was SmartTrains fault, though the message is from FatController. I managed to solve it in FatController: https://mods.factorio.com/mods/Choumiko/TheFatController The proper fix in SmartTrains would require a lot of testing, since it involves a function that handles the jumpTo rules, and i'm too ...
- Thu Nov 24, 2016 12:03 pm
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 302277
Re: [MOD 0.14] SmartTrains 1.1.7
so lately I keep getting spammed by Warning, a train has taken longer than 10 minutes between stations, even though the train is going back and forth to different stations as my combinator system sends it, am I doing something wrong? or would that be from a different mod? o.0 Edit: Ah must be someth...
- Tue Nov 22, 2016 10:47 am
- Forum: Bob's mods
- Topic: [0.14.x] Bob's Mods: General Discussion
- Replies: 430
- Views: 161598
Re: [0.14.x] Bob's Mods: General Discussion
How can I change the stack size for items? these mods makes ores stack to 200 and i would like them smaler Currently not something that would be easy to do. You'd have to mod the mod to do it. I did that a long time ago, updated everything, loaded the save to find it difficult to place stuff in che...
- Thu Nov 10, 2016 10:25 pm
- Forum: Bob's mods
- Topic: [0.14.x] Bob's Mods: General Discussion
- Replies: 430
- Views: 161598
Re: [0.14.x] Bob's Mods: General Discussion
I've decided to bite the bullet and tackle Bobs/Angels. However, the one thing holding me back is that one of my favourite mods (Nucular) doesn't seem to play nicely with the combination of both Bob's and Angels. Uranium ore still appears if I enable Angels alone, but is conspicuous by its absence ...
- Sun Jul 24, 2016 2:23 pm
- Forum: Mods
- Topic: [MOD 0.12.12+] Research queue 1.2.6
- Replies: 194
- Views: 121605
Re: [MOD 0.12.12+] Research queue 1.2.6
so if you use this mod, then disable it, you can no longer open up the technology screen... D: Also, bob's mod's turrets don't appear in RQ yes they do, they were already researched.
- Sun Jul 10, 2016 5:23 pm
- Forum: Mods
- Topic: [MOD 1.1] Oxygen
- Replies: 88
- Views: 85890
Re: [MOD 0.13.+] Oxygen
There is a small bug in the info.json. You have "N.Tech-Chemistry" there while the mod is called "N-Tech chemistry". There is also an error when the mod is added to an existing save: Error while running the event handler: __Oxygen__/control.lua:103: attempt to index field 'oxyge...
- Sat Jul 09, 2016 3:00 pm
- Forum: Mods
- Topic: [MOD 0.12.20+] Homeworld
- Replies: 153
- Views: 91803
Re: [MOD 0.12.20+] Homeworld
do you have a changelog somewhere?
- Sat Jul 09, 2016 5:35 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1406626
Re: Development and Discussion
...I can see questions have been raised before about how best to go about using angel's refining processes, so I suppose I should ask here as well. Using a few mods, but sticking mostly to vanilla (no bob ores or yuoki industries). (1)So my problem is simply overproduction of one material causing t...
- Fri Jul 08, 2016 10:09 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1406626
Re: Development and Discussion
do we know when the petrochem will come about? When it's done ;) It will be out in union with the smelting mod I think, but there is still much to do to have it really playable. Did you change how disabling of catalysts works or I missed something? I think previously disabling them removed all cata...
- Fri Jul 08, 2016 4:30 pm
- Forum: General discussion
- Topic: So, Trains, Signals, Stations, Request :)
- Replies: 1
- Views: 1023
So, Trains, Signals, Stations, Request :)
So I've noticed that as we're placing signals or stations at the moment it will ghost the squares that carts would normally be sitting in, however, it seems that it only ever shows 4? squares. is there a way to either increase that to 8 (for a 2-6-2 setup) or can this be implemented?